Gamma Ray Running
Satanic homosexual assassin
|Bod 3||Rea 3||Log 3||Wil 4||Edge 2|
|Agi 3||Str 3||Int 4||Cha 5||Init 6/7 + 1 pass|
|Ess 6||Magic 5||== ==||== ==||== ==|
- Conjuring Group 3
- Spellcasting 5
- Con 5 (Spec: Seduction)
- Etiquette 3
- Negotiation 2
- Perception 3
- Dodge 4 (Spec: Melee Combat)
- Unarmed Combat 3 (Spec: Martial Arts)
- Pistols 1
Knowledge: (0BP, 18 freebies)
- Confidence Tricks 4
- Blackmail 3
- English 4
- Spanish N
- Magical Adept 10
- Martial Arts (Capoera; +2 melee dodge) 10
- Mentor Spirit (Seductress) 5
- +2 dice for Illusion spells, +2 dice for Con Tests.
- Willpower + Charisma (3) Test to avoid indulging
- Geas: Sex, on Magic -10
- Bad Rep -5
- Thrill Seeker -5
- Vindictive -10
- Talismonger Groupie Con 2/Loy 3 5
Shamanic satanist, focused on the tantric aspects of the left hand path. Willpower + Charisma to resist drain. +2 dice to Illusion spells.
f = Force/2
- Agony – M/LOS/S/DV f-2 (2) – Inflicts (net hits) temporary physical damage for penalty purposes.
- Entertainment – M/LOS-A/S/DV f+1 2 – Creates obvious illusions.
- Foreboding – M/LOS-A/S/DV f+2 3 – Targets in the area suffer -1 * net hits penalty or will not enter willingly.
- Sound Barrier – P/LOS-A/S/DV f+3 4 – Targets must resist spell to hear noises made inside or out. Sound within barrier works fine.
- Physical Mask – M/T/S/DV f+1 2 – Alter subject’s voice, scent & other physical attributes.
- Orgasm – M/LOS/S/DV f-2 1 – Target suffer (net hits) penalty to all dice rolls.
- Sight Removal – P/LOS/S/DV f-1 1 – Target suffers (net hits) penalty to visual perception rolls.
- Mass Sight Removal – P/LOS-A/S/DV f+1 2 – As above, AOE.
- Knockout – M/T/S/I/DV f-3 1 – Direct combat spell, does stun damage resisted by Will. Cast at Force 6 has a DV of
- Flamethrower – P/LOS/P/I/DV f+3 4 – Indirect ranged combat spell, does fire damage resisted by Body.
- Commanding Voice – Complex Action to give a simple but forceful command (fi ve words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Leadership. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused. The compulsion does not carry over past the next action and targets are aware of the compulsion. -2 per previous use in the past 24 hours.
- Voice Control – Change properties of voice, can fool voice recognition or imitate non-human noises within normal vocal range. Con + Charisma vs. system rating or Perception + Intuition.
- Cool Resolve – +1 die when defending in Social tests.
- Kinesics – +2 dice in Social Tests and on tests to bluff emotion/truth detection.